// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef TRANSFORM_H #define TRANSFORM_H #include "Vec3.h" #include "Quat.h" #include "Plane.h" // Singe / VecVecReal Precision Vec 3 // Matthias Mueller // derived from NxVec3.h namespace M { class Transform { public: Quat q; Vec3 p; Transform() {}; Transform(const Vec3& position): q(0, 0, 0, 1), p(position) {} Transform(const Quat& orientation): q(orientation), p(0, 0, 0) {} Transform(const Vec3& p0, const Quat& q0): q(q0), p(p0) {} Transform operator*(const Transform& x) const { return transform(x); } Transform getInverse() const { return Transform(q.rotateInv(-p),q.getConjugate()); } Vec3 transform(const Vec3& input) const { return q.rotate(input) + p; } Vec3 transformInv(const Vec3& input) const { return q.rotateInv(input-p); } Vec3 rotate(const Vec3& input) const { return q.rotate(input); } Vec3 rotateInv(const Vec3& input) const { return q.rotateInv(input); } Transform transform(const Transform& src) const { return Transform(q.rotate(src.p) + p, q*src.q); } Transform transformInv(const Transform& src) const { Quat qinv = q.getConjugate(); return Transform(qinv.rotate(src.p - p), qinv*src.q); } static Transform createIdentity() { return Transform(Vec3(0)); } Plane transform(const Plane& plane) const { Vec3 transformedNormal = rotate(plane.n); return Plane(transformedNormal, plane.d - p.dot(transformedNormal)); } Plane inverseTransform(const Plane& plane) const { Vec3 transformedNormal = rotateInv(plane.n); return Plane(transformedNormal, plane.d + p.dot(plane.n)); } Transform getNormalized() const { return Transform(p, q.getNormalized()); } }; } #endif